OXP howto model

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Revision as of 23:20, 20 February 2006 by Rxke (talk | contribs) (Create your model: links to tuts. (Or would Giles prefer to have these tuts hosted @ Alioth?))

Create your model

in Wings3D or a similar program. How you do this is up to your creativity, but following a few tutorials for Wings3D and Meshwork and the 'brickship tutorial' or 'Oogie ship' by Aegidian are highly recommended if you are not familiar with 3D modeling.

Export the model

to obj(+mtl+texture) and convert to *.dat format. (windows users will have to wrangle a mac user to do the converting for them)

Edit shipdata.plist

Supply the in-game values relevant to your model.

Subentities

Entities can have sub-entities, which are defined by quaternions. There are several types of SE;

  • model entities: can be any model, with any properties.
  • turrets: are a specialised model entity.
  • flashers: blinking lights
  • exhausts: although they are defined seperate from subentities, they can be regarded as subentities.

One important thing to remember about subentities is that they cannot have sub-sub-entities. The other is that frangibility is defined for the main entity, not seperately for every SE.